using System; using System.Security.Cryptography; using Tiles; using UnityEngine; using Random = UnityEngine.Random; /// /// Controlling logic of crop on FarmlandTiles /// public class Crop { private const int FinalGrowthStage = 4; public static Sprite SmallCrop = BaseTile.GenerateSpriteFromFile("Assets/Farming Asset Pack/Split Assets/farming_tileset_026.png"); public static Sprite FullyGrownCrop = BaseTile.GenerateSpriteFromFile("Assets/Farming Asset Pack/Split Assets/farming_tileset_039.png"); public static Color HydratedColor = new Color(0.5f, 0.5f, 1.0f, 0.269420f); private bool _planted; public bool Planted => _planted; private int _growthStage; public bool FullyGrown => (_growthStage >= FinalGrowthStage); private bool _hydrated; public bool Hydrated { get => _hydrated; set => _hydrated = value; } public Crop() { ResetPlant(); _hydrated = false; } public void Plant() { _planted = true; } public void Grow() { _growthStage++; } public void ResetPlant() { _planted = false; _growthStage = 0; } private void Dump() { Debug.Log("age: " + _growthStage + "\n" + "hydrated: " + _hydrated + "\n" + "planted: " + _planted); } }